summaryrefslogtreecommitdiff
path: root/thirdparty/thekla_atlas/nvmath/Box.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'thirdparty/thekla_atlas/nvmath/Box.cpp')
-rw-r--r--thirdparty/thekla_atlas/nvmath/Box.cpp119
1 files changed, 119 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmath/Box.cpp b/thirdparty/thekla_atlas/nvmath/Box.cpp
new file mode 100644
index 0000000000..8f2014a077
--- /dev/null
+++ b/thirdparty/thekla_atlas/nvmath/Box.cpp
@@ -0,0 +1,119 @@
+// This code is in the public domain -- castanyo@yahoo.es
+
+#include "Box.h"
+#include "Box.inl"
+#include "Sphere.h"
+
+using namespace nv;
+
+
+
+
+// Clip the given segment against this box.
+bool Box::clipSegment(const Vector3 & origin, const Vector3 & dir, float * t_near, float * t_far) const {
+
+ // Avoid aliasing.
+ float tnear = *t_near;
+ float tfar = *t_far;
+
+ // clip ray segment to box
+ for (int i = 0; i < 3; i++)
+ {
+ const float pos = origin.component[i] + tfar * dir.component[i];
+ const float dt = tfar - tnear;
+
+ if (dir.component[i] < 0) {
+
+ // clip end point
+ if (pos < minCorner.component[i]) {
+ tfar = tnear + dt * (origin.component[i] - minCorner.component[i]) / (origin.component[i] - pos);
+ }
+
+ // clip start point
+ if (origin.component[i] > maxCorner.component[i]) {
+ tnear = tnear + dt * (origin.component[i] - maxCorner.component[i]) / (tfar * dir.component[i]);
+ }
+ }
+ else {
+
+ // clip end point
+ if (pos > maxCorner.component[i]) {
+ tfar = tnear + dt * (maxCorner.component[i] - origin.component[i]) / (pos - origin.component[i]);
+ }
+
+ // clip start point
+ if (origin.component[i] < minCorner.component[i]) {
+ tnear = tnear + dt * (minCorner.component[i] - origin.component[i]) / (tfar * dir.component[i]);
+ }
+ }
+
+ if (tnear > tfar) {
+ // Clipped away.
+ return false;
+ }
+ }
+
+ // Return result.
+ *t_near = tnear;
+ *t_far = tfar;
+ return true;
+}
+
+
+float nv::distanceSquared(const Box &box, const Vector3 &point) {
+ Vector3 closest;
+
+ if (point.x < box.minCorner.x) closest.x = box.minCorner.x;
+ else if (point.x > box.maxCorner.x) closest.x = box.maxCorner.x;
+ else closest.x = point.x;
+
+ if (point.y < box.minCorner.y) closest.y = box.minCorner.y;
+ else if (point.y > box.maxCorner.y) closest.y = box.maxCorner.y;
+ else closest.y = point.y;
+
+ if (point.z < box.minCorner.z) closest.z = box.minCorner.z;
+ else if (point.z > box.maxCorner.z) closest.z = box.maxCorner.z;
+ else closest.z = point.z;
+
+ return lengthSquared(point - closest);
+}
+
+bool nv::overlap(const Box &box, const Sphere &sphere) {
+ return distanceSquared(box, sphere.center) < sphere.radius * sphere.radius;
+}
+
+
+bool nv::intersect(const Box & box, const Vector3 & p, const Vector3 & id, float * t /*= NULL*/) {
+ // Precompute these in ray structure?
+ int sdx = (id.x < 0);
+ int sdy = (id.y < 0);
+ int sdz = (id.z < 0);
+
+ float tmin = (box.corner( sdx).x - p.x) * id.x;
+ float tmax = (box.corner(1-sdx).x - p.x) * id.x;
+ float tymin = (box.corner( sdy).y - p.y) * id.y;
+ float tymax = (box.corner(1-sdy).y - p.y) * id.y;
+
+ if ((tmin > tymax) || (tymin > tmax))
+ return false;
+
+ if (tymin > tmin) tmin = tymin;
+ if (tymax < tmax) tmax = tymax;
+
+ float tzmin = (box.corner( sdz).z - p.z) * id.z;
+ float tzmax = (box.corner(1-sdz).z - p.z) * id.z;
+
+ if ((tmin > tzmax) || (tzmin > tmax))
+ return false;
+
+ if (tzmin > tmin) tmin = tzmin;
+ if (tzmax < tmax) tmax = tzmax;
+
+ if (tmax < 0)
+ return false;
+
+ if (t != NULL) *t = tmin;
+
+ return true;
+}
+